Both rendering ops have the wrong blending mode.Tiles should be GL.ONE, GL.ZERO (ie., disable blending) as there's nothing in the background you need to blend with (I assume).

Sprites should be drawn with GL.SRC_ALPHA, GL.ONE_MINUS_SRC_ALPHA.

DST_ALPHA refers to the alpha value already stored in the destination framebuffer, and you very likely won't have one of those, and if you did, you'd only be doing some super clever special effects with it.

Hey thanks for the reply, but the blending modes did not change the effect. :-/

Its strange because i had the same thing working in perspective mode. I was drawing the tiles and sprites in perspective, then switching into ortho mode for the cursor. And it worked. Same rendering code, now in all ortho mode, and it doesn't work.

Its for the josrts project. Ive just refactored and cleand up the interfaces. If you have some time, id really appreciate if you could check out the design and code.

We are pretty close to having something here. I can create a level in the editor, and see it run in gl. Only problem is damn color blending!

What does Tools.fillQuad look like? The only random suggestion i'd make is try putting a gl.bindTexture(GL.TEXTURE_2D, 0) in before gl.disable(GL.TEXTURE_2D) and see if that makes a difference (shouldn't though..).

Two things:- You haven't reset the colour after setting it to transparent red;- It may be that you're using a TEXENV_MODE of MODULATE in which case the entire textured quad will subsequently be modulated with transparent red.

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